1 void() electro_ready_01;
2 void() electro_fire1_01;
3 void() electro_fire2_01;
4 void() electro_deselect_01;
5 void() electro_select_01;
7 float() electro_check =
9 if (self.ammo_cells >= cvar("g_balance_electro_primary_ammo"))
14 float() electro_check2 =
16 if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
21 void(float req) w_electro =
25 else if (req == WR_AIM)
26 self.button0 = bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE);
27 else if (req == WR_FIRE1)
28 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_primary_refire"));
29 else if (req == WR_FIRE2)
30 weapon_prepareattack(electro_check2, electro_check2, electro_fire2_01, cvar("g_balance_electro_secondary_refire"));
31 else if (req == WR_RAISE)
33 else if (req == WR_UPDATECOUNTS)
34 self.currentammo = self.ammo_cells;
35 else if (req == WR_DROP)
36 electro_deselect_01();
37 else if (req == WR_SETUP)
38 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
39 else if (req == WR_CHECKAMMO)
40 weapon_hasammo = electro_check() + electro_check2();
43 void W_Plasma_Explode (void)
46 org2 = findbetterlocation (self.origin, 8);
47 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
48 WriteByte (MSG_BROADCAST, 79);
49 WriteCoord (MSG_BROADCAST, org2_x);
50 WriteCoord (MSG_BROADCAST, org2_y);
51 WriteCoord (MSG_BROADCAST, org2_z);
52 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
53 WriteCoord (MSG_BROADCAST, 0);
54 WriteCoord (MSG_BROADCAST, 0);
55 WriteByte (MSG_BROADCAST, 155);
57 self.event_damage = SUB_Null;
58 if (self.movetype == MOVETYPE_BOUNCE)
59 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), IT_ELECTRO);
61 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), IT_ELECTRO);
62 sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
67 void W_Plasma_Explode_Combo (void) {
70 org2 = findbetterlocation (self.origin, 8);
71 te_spikequad(self.origin);
73 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
74 WriteByte (MSG_BROADCAST, 79);
75 WriteCoord (MSG_BROADCAST, org2_x);
76 WriteCoord (MSG_BROADCAST, org2_y);
77 WriteCoord (MSG_BROADCAST, org2_z);
78 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
79 WriteCoord (MSG_BROADCAST, 0);
80 WriteCoord (MSG_BROADCAST, 0);
81 WriteByte (MSG_BROADCAST, 155);
83 //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
85 sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
87 self.event_damage = SUB_Null;
88 RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), IT_ELECTRO);
89 //te_customflash(org2, 150, 5, '0.5 0.5 1');
90 te_explosionrgb(org2, '0.5 0.5 1');
94 void W_Plasma_Touch (void)
96 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
98 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
102 if (other.takedamage == DAMAGE_AIM) {
105 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
109 void W_Plasma_TouchExplode (void)
111 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
113 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
120 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
122 self.health = self.health - damage;
123 if (self.health <= 0)
125 self.takedamage = DAMAGE_NO;
126 self.nextthink = time;
127 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
129 // change owner to whoever caused the combo explosion
130 self.owner = inflictor.owner;
131 self.classname = "plasma_chain";
132 self.think = W_Plasma_Explode_Combo;
135 self.think = W_Plasma_Explode;
139 void() W_Electro_Attack
144 local vector trueaim;
145 trueaim = W_TrueAim();
147 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
148 if (self.items & IT_STRENGTH)
149 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
151 self.punchangle_x = -2;
153 if (self.electrocount == 0)
155 self.electrocount = 1;
156 org = W_MuzzleOrigin (self, '24 5.5 -11');
158 else if (self.electrocount == 1)
160 self.electrocount = 2;
161 org = W_MuzzleOrigin (self, '24 8 -8.1');
165 self.electrocount = 0;
166 org = W_MuzzleOrigin (self, '24 10.5 -11');
170 proj.classname = "plasma_prim";
172 proj.bot_dodge = TRUE;
173 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
174 proj.think = W_Plasma_Explode;
175 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
176 proj.solid = SOLID_BBOX;
177 setorigin(proj, org);
179 if (cvar("g_use_ammunition"))
180 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
181 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
182 proj.movetype = MOVETYPE_FLY;
183 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
184 proj.angles = vectoangles(proj.velocity);
185 proj.touch = W_Plasma_TouchExplode;
186 proj.flags = FL_PROJECTILE;
187 setmodel(proj, "models/elaser.mdl");
188 setsize(proj, '0 0 0', '0 0 0');
190 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
193 void() W_Electro_Attack2
198 sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
199 if (self.items & IT_STRENGTH)
200 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
202 self.punchangle_x = -2;
204 if (self.electrocount == 0)
206 self.electrocount = 1;
207 org = W_MuzzleOrigin (self, '24 6 -12');
209 else if (self.electrocount == 1)
211 self.electrocount = 2;
212 org = W_MuzzleOrigin (self, '24 8 -10');
216 self.electrocount = 0;
217 org = W_MuzzleOrigin (self, '24 10 -12');
221 proj.classname = "plasma";
223 proj.think = W_Plasma_Explode;
224 proj.bot_dodge = TRUE;
225 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
226 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
227 proj.solid = SOLID_BBOX;
228 setorigin(proj, org);
230 if (cvar("g_use_ammunition"))
231 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
232 proj.effects = EF_ADDITIVE | EF_NOSHADOW;
234 proj.glow_color = 45;
235 proj.movetype = MOVETYPE_BOUNCE;
236 proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
237 proj.touch = W_Plasma_Touch;
238 setmodel(proj, "models/ebomb.mdl");
239 setsize(proj, '0 0 -3', '0 0 -3');
240 proj.takedamage = DAMAGE_YES;
241 proj.damageforcescale = 4;
243 proj.event_damage = W_Plasma_Damage;
244 proj.flags = FL_PROJECTILE;
246 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
251 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
252 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
253 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
255 void() electro_fire1_01 =
257 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
258 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
262 void() electro_fire1_03 =
264 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
265 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
267 void() electro_fire1_02 =
269 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
270 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
272 void() electro_fire1_01 =
274 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
275 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
278 void() electro_fire1_01 =
280 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
281 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
284 void() electro_fire2_03 =
286 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
287 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
289 void() electro_fire2_02 =
291 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
292 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
294 void() electro_fire2_01 =
296 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
297 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
300 void() electro_fire2_01 =
302 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
303 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);